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[Rubicon] Marauder rebalancing

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chaosgrimm
Synth Tech
#7041 - 2013-10-31 01:08:18 UTC  |  Edited by: chaosgrimm
Anize Oramara wrote:

Hahaha You missed so much
- Only need T2 fit so 1) no more bling on your ship so it's cheaper and 2) No danger of random ganking to get at your shinies

If you arent using at least faction gyro and TCs on any projectile mission ship, you are doing it wrong. (I assume you prolly cant on the test server because you havent fit any of your existing ships, and therefore do not have access to them on the test server). A shiny tank tank will help prevent you from having to use bastion mode while reducing slots and cap use, which equals faster clear times and more isk

Quote:

- Adaptable: A lot more tracking OR Range means I can match or exceed TQ vargur damage application without moving an inch or worrying about transversal

This is just incorrect. especially with the fit you are using. I keep telling you to swap the rigs to burst II ambit I. Why is that? because in ur tech II fit with 3 tracking comps at optimal + a te + an ambit II, your opt/falloff should be around 4.4+75 at lvl V. If you add another ambit II, your opt falloff is 4.4+75. you are wasting a T2 rig via stacking penalties. More over, if you should activate bastion, your opt falloff becomes 4.8+76, and ull gain around 5 dps or so.

"BUT... BUT... Tracking".... If you go back a few pages i did a breakdown of using 2 v 3 tracking comps on a properly rigged vargur. You are better off dropping the extra tc for dual prop on missions that require the jumpdrive, or using it for tank and dropping bastion.

Bastion locks you down for a whole minute, and assuming proper rigs, 2 tc on mobile, 3 on bastion, at 40km the rubicon vargur only needs to move 4km to match the dmg [quick note for transparency, i had quoted 2km a few pages back, i realized tonight that the tq vargur build used in that comparison had a range implant while the rubicon marauder did not]..... it can do that with an ab II in around 10.5 seconds, after than the dmg potential is much higher, and the mobile vargur can maintain that dmg bonus for longer than a minute because after the bastion cycle the bastioned marauder still needs to make up the difference.

Quote:

- I can still fit a MWD or AB and only be marginally slower but with MJD it really isn't nessesary. Remember you can target and shoot WHILE MJD so I don't lose any damage dealing while doing the 1min 2 hop jump to get at a gate 30km away.

remember that its a 9-12 cycle , 1 min cd, 9-12 sec cycle. the total time is 78 - 84 seconds to reach the gate.
an after burner II at level 5 is 375m/s needing to travel with 2.5k of the 30k gate.... 73.33 seconds.... and you can always fit a better ab... Also, the AB / MWD is necessary when while mjd would otherwise be on cd, so that you can increase dmg with your mobility.

On other point, assuming the ab II speed, (and you should really do your own homework here), it isnt going to significantly reduce your dmg via increase angular until the ships reach a distance that would otherwise lower your dmg by jumping due to the difference in distance.

Quote:

Face it, the nerfs are so minor and the flexibility and advantages so great that the Rubicon Marauder is just plain better in every situation except where a pirate battleships is ALREADY better than the TQ vargur.

And this is with the VARGUR, arguably the weakest marauder. That is why I'm training for a paladin as that will beat the vargur plenty in amarr, gurista and serp space. Vargur will have the upper hand in angle space, probably but not sure if the golem will beat it there. Kronos will rock in serp and gurista space.

One more thought: It doesn't ahve to be EITHER MWD OR MJD. You cna have both and use both in the same mission where applicable. It's this ADDED utility that makes it stand above the TQ marauders.


The nerfs are not minor and the vargur becomes less flexible for 4s. It received all of these nerf for a bastion module that it shouldnt use aside from the few heavy ewar missions.

concerning dual prop, it will be much better than that 3rd tc... just saying, but what good is slotting a mjd on most missions that wont benefit from it at all?
Anize Oramara
WarpTooZero
#7042 - 2013-10-31 02:03:36 UTC  |  Edited by: Anize Oramara
zentary wrote:
Anize Oramara wrote:
zentary wrote:
Anize Oramara wrote:
zentary wrote:

now this fit right here is terrible. No wonder people have turned to ganking mission runners you barely have to spend any money to blow this thing out of space and take his stuff

What stuff exactly? The 4 fleet gyros (He shoudl be running 3 faction and a T2 really) You're saying you are going to scan him down in his mission and gank him with a couple of tornados where IF ALL 3-4 gyros drop you WONT EVEN BREAK EVEN?

Are you serious? Hahahahaha.

But yea, I don't think arty vargur is the way to go honestly. AC's are fine.


lol why the heck would i use a tornado? few catalysts work just fine


A few catalysts?

What the strontium are you smoking?

No seriously are you on some kind of mind altering drug?

You realise that not ONLY can he rep 400+ RAW SHIELD HP per SECOND but he has 66% thermal and 71% kin resist on shields with over 10k shield buffer not to mention similar resists on armor with another 9k+ armor hp AAAAND 30% omni hull resists.

And you want to kill that with a couple of catas?

IN HIGH SEC?

BAHAHAHAHAHAHAHAHAHAHAHAHAHA

Just so you can see some numbers, you'd need 3 catas just to break the tank. Then you'd need to chew through 60k+ EHP. I figure you'd need around.... 20 or so catas given 15 seconds of free firing. 30 for 10 seconds of free firing.


i just chose a destroyer you numbskull. The Minmitar one would work just fin as well. And with that tank it would be easy to just have a cloaky warp in and go in when his shields with be at their lowest from the ratts considering that won't be hard with those resists. you obviously know nothing.


a catalyst IS A DESTROYER YOU PILLOCK.

and how exactly are you goong to know when his shields are low? in fact with an active tank you want to keep your cap as close to 30%as possible so shields wont ever be low. go actually play the ship and you will see with bastion the shields dont drop. thats the beauty of bastion.

how about you tell me how many alhpa dessies you gonna need so I can laugh in you face. will someone go through all the trouble of getting 20 or more alpha dessies together just to maybe loot 180mill in loot 18 mill each yey, when there is a mach or vinty flying around with 1.5bill?

you obviously know less than what you are asserting I know. also a single Dcu will double the amount of dessies you need.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

zbaaca
Republic Military Tax Avoiders
#7043 - 2013-10-31 02:23:59 UTC
why catas and tornadoes for siucide gank ? u can use taloses with 1.8k dps. just 3-4 of them or more. dont forget that marauders T2 ships and have T2 salvage and if you are lucky salvage can cost be more than original hull.

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

zentary
Tactical Grace.
Vanguard.
#7044 - 2013-10-31 02:51:13 UTC  |  Edited by: zentary
@Anize Oramara

I mean "A" dessie as in i picked one at random you prick. And you use the cloaky to wait for the biggest spawn in the mission then you jump him because the rats do play a factor. Not sure why in your mind they don't. Then again idiots like yourself apparently don't think of all factors.

And I'm not sure why you think I'm only talking about this ship. i simply stated those fits are why people kill expensive ships in general but then again you seem to not be able to read very well
Arthur Aihaken
CODE.d
#7045 - 2013-10-31 04:33:37 UTC  |  Edited by: Arthur Aihaken
Take it to low-sec to duel it out already guys...
.....

Totally off-topic question... With Bastion, have we just seen the end of non-Covert travel into low-sec? How would you possibly break a gate camp with even one of these things sitting off the gate?

I am currently away, traveling through time and will be returning last week.

Kusum Fawn
Perkone
Caldari State
#7046 - 2013-10-31 04:37:57 UTC
Anize Oramara

You have yet to post numbers for TQ why are you responding to anything else without them?

You have yet to demonstrate the validity of anything you are saying.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Joe Risalo
State War Academy
Caldari State
#7047 - 2013-10-31 05:23:01 UTC
Arthur Aihaken wrote:
Take it to low-sec to duel it out already guys...
.....

Totally off-topic question... With Bastion, have we just seen the end of non-Covert travel into low-sec? How would you possibly break a gate camp with even one of these things sitting off the gate?


When it comes to gate camps, I wouldn't be worried about a bs with a slow lock time.
What I would be worried about are tier 3 BCs and insta scram ships.
Anize Oramara
WarpTooZero
#7048 - 2013-10-31 06:39:06 UTC  |  Edited by: Anize Oramara
Kusum Fawn wrote:
Anize Oramara

You have yet to post numbers for TQ why are you responding to anything else without them?

You have yet to demonstrate the validity of anything you are saying.

uh I already stated that running sansha blockade it takes me 3 times as long to do it with multiple warp outs. do you have trouble reading?

also so far every mission I have run on sisi has been faster than what I usually get on tq because of various factors including jamming, damping, tracking disruption, range issues, gate travel, elite frigs and cruisers, etc.

now how about we see a constructive post from you princess?

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Anize Oramara
WarpTooZero
#7049 - 2013-10-31 06:50:17 UTC  |  Edited by: Anize Oramara
zentary wrote:
@Anize Oramara

I mean "A" dessie as in i picked one at random you prick. And you use the cloaky to wait for the biggest spawn in the mission then you jump him because the rats do play a factor. Not sure why in your mind they don't. Then again idiots like yourself apparently don't think of all factors.

And I'm not sure why you think I'm only talking about this ship. i simply stated those fits are why people kill expensive ships in general but then again you seem to not be able to read very well

look its patentlu clear that you have no idea what bastion is or does if you think a single dessie will do more than die in a fire. ive taken full room aggro on vengeance and not had to so much as pulse the shield repper.

yes a couple of taloses might be able to do it but at around 70 - 80 mill each you will not be makimg any isk because there wont be enough bling since its over tanked with t2 equipment.

nor would t2 salvage even remotely cover your costs.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Arthur Aihaken
CODE.d
#7050 - 2013-10-31 07:05:20 UTC
Joe Risalo wrote:
When it comes to gate camps, I wouldn't be worried about a bs with a slow lock time.
What I would be worried about are tier 3 BCs and insta scram ships.

I'm not worried about the slow lock time, I'm just concerned about what it's going to do when it does get a lock.

I am currently away, traveling through time and will be returning last week.

zbaaca
Republic Military Tax Avoiders
#7051 - 2013-10-31 07:31:11 UTC
Anize Oramara wrote:

yes a couple of taloses might be able to do it but at around 70 - 80 mill each you will not be makimg any isk because there wont be enough bling since its over tanked with t2 equipment.
nor would t2 salvage even remotely cover your costs.

salvage depends on your luck. it could cost as marauder itself. if salvage is half of it. then 4 taloses are noneplused on isk from salvage. but we have loot from wreck like gyros and other things.

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡

DSpite Culhach
#7052 - 2013-10-31 09:47:45 UTC  |  Edited by: DSpite Culhach
Joe Risalo wrote:
Serge SC wrote:
Yeah, just read it. I should've before posting.

That structure makes marauders' bonus a bit useless...


about the only thing the Marauder tractor is good for now, is picking up mission objective loot.


Hey. lets just convince CCP to allow us to attach a tractor beam to _that_ structure, so we can drag it and act as a driftnet Big smile

EDIT: In the next few comments past that one I found my idea was not original after all ...

I apparently have no idea what I'm doing.

baltec1
Bat Country
Pandemic Horde
#7053 - 2013-10-31 10:14:09 UTC
DSpite Culhach wrote:
Joe Risalo wrote:
Serge SC wrote:
Yeah, just read it. I should've before posting.

That structure makes marauders' bonus a bit useless...


about the only thing the Marauder tractor is good for now, is picking up mission objective loot.


Hey. lets just convince CCP to allow us to attach a tractor beam to _that_ structure, so we can drag it and act as a driftnet Big smile

EDIT: In the next few comments past that one I found my idea was not original after all ...


Trawlers in space.
Anize Oramara
WarpTooZero
#7054 - 2013-10-31 10:14:28 UTC
DSpite Culhach wrote:
Joe Risalo wrote:
Serge SC wrote:
Yeah, just read it. I should've before posting.

That structure makes marauders' bonus a bit useless...


about the only thing the Marauder tractor is good for now, is picking up mission objective loot.


Hey. lets just convince CCP to allow us to attach a tractor beam to _that_ structure, so we can drag it and act as a driftnet Big smile

EDIT: In the next few comments past that one I found my idea was not original after all ...

I rely heavily on 3 t2 tractor beams to double my isk income per mission. a tiny bit more range would be nice though :)

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Alvatore DiMarco
Capricious Endeavours Ltd
#7055 - 2013-10-31 17:52:36 UTC  |  Edited by: Alvatore DiMarco
Currently the Tractor structure can reach out to 125km and tractors at a velocity of 2km/sec. Its capacity is just below that of a jetcan, 27000m3. These stats are subject to change.

Marauders don't need their tractor bonus looked at.. oh no, not at all.. /s

At least the structure only tractors one thing at a time and has a 10sec delay between targets.
chaosgrimm
Synth Tech
#7056 - 2013-10-31 18:03:37 UTC  |  Edited by: chaosgrimm
I'd like to ask a question to experienced golem users aka not me. Pls take this with a grain of salt as I do not claim to know the golem by any means.

It would appear from other posts that the torp golem has been overshadowed to some extent bc of cruise missile changes and the golem's mobility changes, or at the very least, the cruise golem has been made more viable.

My question relates to the synergy of target painters, bastion, and the range of cruise missiles in lvl 4s. It is my understanding that the further you are from a target, the higher the chance your tp will not have an effect.

If this is the case, would it be a fair assessment to say that if the extra range given by the bastion mod is used, the effective dps goes down, and that the tp bonus doesnt synergize with bastion well?
Anize Oramara
WarpTooZero
#7057 - 2013-10-31 18:25:01 UTC  |  Edited by: Anize Oramara
chaosgrimm wrote:
I'd like to ask a question to experienced golem users aka not me. Pls take this with a grain of salt as I do not claim to know the golem by any means.

It would appear from other posts that the torp golem has been overshadowed to some extent bc of cruise missile changes and the golem's mobility changes, or at the very least, the cruise golem has been made more viable.

My question relates to the synergy of target painters, bastion, and the range of cruise missiles in lvl 4s. It is my understanding that the further you are from a target, the higher the chance your tp will not have an effect.

If this is the case, would it be a fair assessment to say that if the extra range given by the bastion mod is used, the effective dps goes down, and that the tp bonus doesnt synergize with bastion well?


Well at max skill they have an optimal of 45km and a falloff of 90km so total range of 135km

Considering the range of torps I'd say paints synergise perfectly well with torps and still have decent to good effect at 80km or so. I used paints a lot in C5 sites on the loki and they always hit at ranges of 55km. I think it's a case of they hot or they dont hit, not reduced effectiveness of a hit.

Reading up on it (seems reliable info) it seems you have 50% chance to hit with paints at 135km. so 100% hit rate up to 45km then I guess linear drop off to 50% at 135km. Considering the amount of free mid slots you will have because of bastion you can afford to fit an extra paint so I'd say bastion IMPROVES your paints, in a way, over normal ships by virtue of fitting more of them so if one misses it doesnt matter.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Dorororo
Keroro Platoon
#7058 - 2013-10-31 18:42:39 UTC  |  Edited by: Dorororo
chaosgrimm wrote:
I'd like to ask a question to experienced golem users aka not me. Pls take this with a grain of salt as I do not claim to know the golem by any means.

It would appear from other posts that the torp golem has been overshadowed to some extent bc of cruise missile changes and the golem's mobility changes, or at the very least, the cruise golem has been made more viable.

My question relates to the synergy of target painters, bastion, and the range of cruise missiles in lvl 4s. It is my understanding that the further you are from a target, the higher the chance your tp will not have an effect.

If this is the case, would it be a fair assessment to say that if the extra range given by the bastion mod is used, the effective dps goes down, and that the tp bonus doesnt synergize with bastion well?


Browser ate my reply.

I think it's more like cruise golem you might as well ignore the range bonus from Bastion. No one is going to snipe anywhere near the range limit of cruises so the TP range is moot.

For torps the range bonus from Bastion is not significant enough to be a game-changer, coupled with an immobile platform. If you don't use rage torps then cruises are better in almost every way. If you do use rage torps then you still have pitiful range, unless you MJD right into packs (but then you run the problem of twiddling your thumbs for 1 min during the first leg of the triangle jump)
Alvatore DiMarco
Capricious Endeavours Ltd
#7059 - 2013-10-31 18:48:59 UTC  |  Edited by: Alvatore DiMarco
Crossposting this from another thread since it's also very appropriate here:
Alvatore DiMarco wrote:

Even if you were to say "The marauder has an advantage because it can move" I'd have to say that Marauders don't quite move fast enough to balance out the tractor structure's currently-proposed 125km reach and 2km/sec tractor velocity - both of which are superior to the Marauder's own bonused amounts by a very significant margin.

I'm not saying "nerf the tractor structure". Absolutely don't do that. Do change the bonuses on the Marauders though.

The Tractor structure currently has ~400% boost to range. (125 km, 400% is 120km)
Its current velocity boost is slightly less than 300%. (2,000 m/sec, 300% is 2,400 m/sec)

The Noctis has a 300% boost to range at Ore Industrial V. (96 km)
With Ore Industrial V, it also has a 300% boost to velocity (2,400 m/sec) which keeps it balanced with the tractor structure.

Marauders should, in my opinion, have their 100% boost to range (48km) changed to 200%. (72 km)
Increase their 100% tractor velocity bonus (1,200 m/sec) to 200% as well. (1,800 m/sec)

This keeps the Noctis in its place as better than Marauders at tractoring and also leaves some usefulness for the tractor structure while making sure the Marauders' bonus is still relevant. It also synergizes with Bastion Mode - A 72km tractor range should generally be enough to reach anything that Bastioned weapons can kill (cruise missiles notwithstanding).
zbaaca
Republic Military Tax Avoiders
#7060 - 2013-10-31 19:30:41 UTC
chaosgrimm wrote:

My question relates to the synergy of target painters, bastion, and the range of cruise missiles in lvl 4s. It is my understanding that the further you are from a target, the higher the chance your tp will not have an effect.

i guess u want numbers. here you go from eft
at 68km 98% chance 80km/90% 87km/85% 102km/75% 118km/65% . so cruise will be fine

Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn ♡♡♡